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Thinking About the Purpose of Mechanics from a Neo-Trad Perspective
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<blockquote data-quote="Malmuria" data-source="post: 8997913" data-attributes="member: 7030755"><p>Thank you so much for this post! I find this fascinating. Correct me if I'm wrong, but this form of role play emerged with no particular reference to Dungeons and Dragons or other TTRPGs, and was more akin to a kind of collective fan fiction writing. The way this ethos feeds into contemporary ttrpg play culture is really interesting, especially when/if it can be divorced from 5e as a fiction generator. It also raises the question of what constitutes the "game" part of rpgs. The retired adventurer article describes it thusly:</p><p></p><p></p><p></p><p>In your experience, did participants regard this process as being a "game." It would be interesting if they did, but even if they did not, it speaks to the way that creating characters and working within genres/styles of writing involves aspects of play or of gaming. Even with your combat example, the element of play seems to be a kind of virtuoso in writing.</p><p></p><p>While I see why the article lumped neo trad with OC, this also speaks to some important differences. Notably, in my mind I tend to associate neo trad with character optimization and powergaming, which relies on some mathmatical resolution system for the sake of 'system mastery.' While the focus is on character, that type of character building seems quite separate from the OC style you describe.</p><p></p><p>I can't find it now, but I know Jay Dragon has talked about the influence of OC play in their games, and I feel like Wanderhome, a GM-less game with hardly any mechanics, is maybe a kind of spiritual successor to this style.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8997913, member: 7030755"] Thank you so much for this post! I find this fascinating. Correct me if I'm wrong, but this form of role play emerged with no particular reference to Dungeons and Dragons or other TTRPGs, and was more akin to a kind of collective fan fiction writing. The way this ethos feeds into contemporary ttrpg play culture is really interesting, especially when/if it can be divorced from 5e as a fiction generator. It also raises the question of what constitutes the "game" part of rpgs. The retired adventurer article describes it thusly: In your experience, did participants regard this process as being a "game." It would be interesting if they did, but even if they did not, it speaks to the way that creating characters and working within genres/styles of writing involves aspects of play or of gaming. Even with your combat example, the element of play seems to be a kind of virtuoso in writing. While I see why the article lumped neo trad with OC, this also speaks to some important differences. Notably, in my mind I tend to associate neo trad with character optimization and powergaming, which relies on some mathmatical resolution system for the sake of 'system mastery.' While the focus is on character, that type of character building seems quite separate from the OC style you describe. I can't find it now, but I know Jay Dragon has talked about the influence of OC play in their games, and I feel like Wanderhome, a GM-less game with hardly any mechanics, is maybe a kind of spiritual successor to this style. [/QUOTE]
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